UltimateZoneBuilder/Source/Core/Actions/ActionManager.cs

698 lines
26 KiB
C#
Executable file

#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections.Generic;
using System.Text;
using System.IO;
using CodeImp.DoomBuilder.IO;
using System.Collections;
using System.Reflection;
using System.Windows.Forms;
#endregion
namespace CodeImp.DoomBuilder.Actions
{
public class ActionManager
{
#region ================== Constants
private const string ACTIONS_RESOURCE = "Actions.cfg";
#endregion
#region ================== Variables
// Actions
private Dictionary<string, Action> actions;
// Categories
private SortedDictionary<string, string> categories;
// Keys state
private int modifiers;
private List<int> pressedkeys;
// Begun actions
private List<Action> activeactions;
private Action currentaction;
// Exclusive invokation
private bool exclusiverequested;
// Disposing
private bool isdisposed;
#endregion
#region ================== Properties
internal SortedDictionary<string, string> Categories { get { return categories; } }
internal Action this[string action] { get { if (actions.ContainsKey(action)) return actions[action]; else throw new ArgumentException("There is no such action \"" + action + "\""); } }
public bool IsDisposed { get { return isdisposed; } }
internal bool ExclusiveRequested { get { return exclusiverequested; } }
/// <summary>
/// Current executing action. This returns Null when no action is invoked.
/// </summary>
public Action Current { get { return currentaction; } internal set { currentaction = value; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
internal ActionManager()
{
// Initialize
General.WriteLogLine("Starting action manager...");
actions = new Dictionary<string, Action>();
pressedkeys = new List<int>();
activeactions = new List<Action>();
categories = new SortedDictionary<string, string>();
// Load all actions in this assembly
LoadActions(General.ThisAssembly);
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
internal void Dispose()
{
// Not already disposed?
if (!isdisposed)
{
// Clean up
// Done
isdisposed = true;
}
}
#endregion
#region ================== Actions
// This loads all actions from an assembly
internal void LoadActions(Assembly asm)
{
AssemblyName asmname = asm.GetName();
// Find a resource named Actions.cfg
string[] resnames = asm.GetManifestResourceNames();
foreach (string rn in resnames)
{
// Found one?
if (rn.EndsWith(ACTIONS_RESOURCE, StringComparison.OrdinalIgnoreCase))
{
// Get a stream from the resource
Stream actionsdata = asm.GetManifestResourceStream(rn);
StreamReader actionsreader = new StreamReader(actionsdata, Encoding.ASCII);
// Load configuration from stream
Configuration cfg = new Configuration();
cfg.InputConfiguration(actionsreader.ReadToEnd());
if (cfg.ErrorResult)
{
string errordesc = "Error in Actions configuration on line " + cfg.ErrorLine + ": " + cfg.ErrorDescription;
General.CancelAutoMapLoad();
General.ErrorLogger.Add(ErrorType.Error, "Unable to read Actions configuration from assembly " + Path.GetFileName(asm.Location));
General.WriteLogLine(errordesc);
General.ShowErrorMessage("Unable to read Actions configuration from assembly " + Path.GetFileName(asm.Location) + "!\n" + errordesc, MessageBoxButtons.OK);
}
else
{
// Read the categories structure
IDictionary cats = cfg.ReadSetting("categories", new Hashtable());
foreach (DictionaryEntry c in cats)
{
// Make the category if not already added
if (!categories.ContainsKey(c.Key.ToString()))
categories.Add(c.Key.ToString(), c.Value.ToString());
}
// Go for all objects in the configuration
foreach (DictionaryEntry a in cfg.Root)
{
// Get action properties
string shortname = a.Key.ToString();
string name = asmname.Name.ToLowerInvariant() + "_" + shortname;
bool debugonly = cfg.ReadSetting(a.Key + ".debugonly", false);
// Not the categories structure?
if (shortname.ToLowerInvariant() != "categories")
{
// Check if action should be included
if (General.DebugBuild || !debugonly)
{
// Create an action
CreateAction(cfg, name, shortname);
}
}
}
}
// Done with the resource
actionsreader.Dispose();
break; //mxd. Usually we have a single "Actions.cfg", right?
}
}
}
// This manually creates an action
private void CreateAction(Configuration cfg, string name, string shortname)
{
// Action does not exist yet?
if (!actions.ContainsKey(name))
{
// Read the key from configuration
int key = General.Settings.ReadSetting("shortcuts." + name, -1);
// Create an action
actions.Add(name, new Action(cfg, name, shortname, key));
}
else
{
// Action already exists!
General.ErrorLogger.Add(ErrorType.Warning, "Action \"" + name + "\" already exists. Action names must be unique.");
}
}
// This binds all methods marked with this attribute
public void BindMethods(Type type)
{
// Bind static methods
BindMethods(null, type);
}
// This binds all methods marked with this attribute
public void BindMethods(object obj)
{
// Bind instance methods
BindMethods(obj, obj.GetType());
}
// This binds all methods marked with this attribute
private void BindMethods(object obj, Type type)
{
if (obj == null)
General.WriteLogLine("Binding static action methods for class " + type.Name + "...");
else
General.WriteLogLine("Binding action methods for " + type.Name + " object...");
// Go for all methods on obj
MethodInfo[] methods = type.GetMethods(BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Static);
//foreach(MethodInfo m in methods)
int methodsCount = methods.Length;
for (int i = 0; i < methodsCount; i++)
{
MethodInfo m = methods[i];
// Check if the method has this attribute
ActionAttribute[] attrs = (ActionAttribute[])methods[i].GetCustomAttributes(typeof(BeginActionAttribute), true);
int attrsCount = attrs.Length;
// Go for all attributes
//foreach(ActionAttribute a in attrs)
for (int j = 0; j < attrsCount; j++)
{
ActionAttribute a = attrs[j];
// Create a delegate for this method
ActionDelegate del = (ActionDelegate)Delegate.CreateDelegate(typeof(ActionDelegate), obj, m);
// Make proper name
string actionname = a.GetFullActionName(type.Assembly);
// Bind method to action
if (Exists(actionname))
actions[actionname].BindBegin(del);
else
throw new ArgumentException("Could not bind " + m.ReflectedType.Name + "." + m.Name + " to action \"" + actionname + "\", that action does not exist! Refer to, or edit Actions.cfg for all available application actions.");
}
// Check if the method has this attribute
attrs = (ActionAttribute[])m.GetCustomAttributes(typeof(EndActionAttribute), true);
attrsCount = attrs.Length;
// Go for all attributes
//foreach (ActionAttribute a in attrs)
for (int j = 0; j < attrsCount; j++)
{
ActionAttribute a = attrs[j];
// Create a delegate for this method
ActionDelegate del = (ActionDelegate)Delegate.CreateDelegate(typeof(ActionDelegate), obj, m);
// Make proper name
string actionname = a.GetFullActionName(type.Assembly);
// Bind method to action
if (Exists(actionname))
actions[actionname].BindEnd(del);
else
throw new ArgumentException("Could not bind " + m.ReflectedType.Name + "." + m.Name + " to action \"" + actionname + "\", that action does not exist. Refer to, or edit Actions.cfg for all available application actions.");
}
}
}
// This binds a delegate manually
internal void BindBeginDelegate(Assembly asm, ActionDelegate d, BeginActionAttribute a)
{
// Make proper name
string actionname = a.GetFullActionName(asm);
// Bind delegate to action
if (Exists(actionname))
actions[actionname].BindBegin(d);
else
General.ErrorLogger.Add(ErrorType.Warning, "Could not bind delegate for " + d.Method.Name + " to action \"" + a.ActionName + "\" (" + actionname + "), that action does not exist. Refer to, or edit Actions.cfg for all available application actions.");
}
// This binds a delegate manually
internal void BindEndDelegate(Assembly asm, ActionDelegate d, EndActionAttribute a)
{
// Make proper name
string actionname = a.GetFullActionName(asm);
// Bind delegate to action
if (Exists(actionname))
actions[actionname].BindEnd(d);
else
General.ErrorLogger.Add(ErrorType.Warning, "Could not bind delegate for " + d.Method.Name + " to action \"" + a.ActionName + "\" (" + actionname + "), that action does not exist. Refer to, or edit Actions.cfg for all available application actions.");
}
// This unbinds all methods marked with this attribute
public void UnbindMethods(Type type)
{
// Unbind static methods
UnbindMethods(null, type);
}
// This unbinds all methods marked with this attribute
public void UnbindMethods(object obj)
{
// Unbind instance methods
UnbindMethods(obj, obj.GetType());
}
// This unbinds all methods marked with this attribute
private void UnbindMethods(object obj, Type type)
{
if (obj == null)
General.WriteLogLine("Unbinding static action methods for class " + type.Name + "...");
else
General.WriteLogLine("Unbinding action methods for " + type.Name + " object...");
// Go for all methods on obj
MethodInfo[] methods = type.GetMethods(BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Static);
//foreach (MethodInfo m in methods)
int methodsCount = methods.Length;
for(int i = 0; i < methodsCount; i++)
{
MethodInfo m = methods[i];
// Check if the method has this attribute
ActionAttribute[] attrs = (ActionAttribute[])m.GetCustomAttributes(typeof(BeginActionAttribute), true);
// Go for all attributes
//foreach (ActionAttribute a in attrs)
int attrsCount = attrs.Length;
for(int j = 0; j < attrsCount; j++)
{
ActionAttribute a = attrs[j];
// Create a delegate for this method
ActionDelegate del = (ActionDelegate)Delegate.CreateDelegate(typeof(ActionDelegate), obj, m);
// Make proper name
string actionname = a.GetFullActionName(type.Assembly);
// Unbind method from action
actions[actionname].UnbindBegin(del);
}
// Check if the method has this attribute
attrs = (ActionAttribute[])m.GetCustomAttributes(typeof(EndActionAttribute), true);
// Go for all attributes
//foreach (ActionAttribute a in attrs)
attrsCount = attrs.Length;
for (int j = 0; j < attrsCount; j++)
{
ActionAttribute a = attrs[j];
// Create a delegate for this method
ActionDelegate del = (ActionDelegate)Delegate.CreateDelegate(typeof(ActionDelegate), obj, m);
// Make proper name
string actionname = a.GetFullActionName(type.Assembly);
// Unbind method from action
actions[actionname].UnbindEnd(del);
}
}
}
// This unbinds a delegate manually
internal void UnbindBeginDelegate(Assembly asm, ActionDelegate d, BeginActionAttribute a)
{
// Make proper name
string actionname = a.GetFullActionName(asm);
// Unbind delegate to action
actions[actionname].UnbindBegin(d);
}
// This unbinds a delegate manually
internal void UnbindEndDelegate(Assembly asm, ActionDelegate d, EndActionAttribute a)
{
// Make proper name
string actionname = a.GetFullActionName(asm);
// Unbind delegate to action
actions[actionname].UnbindEnd(d);
}
// This checks if a given action exists
public bool Exists(string action)
{
return actions.ContainsKey(action);
}
// This returns a list of all actions
internal Action[] GetAllActions()
{
Action[] list = new Action[actions.Count];
actions.Values.CopyTo(list, 0);
return list;
}
// This returns the specified action
public Action GetActionByName(string fullname)
{
return actions[fullname];
}
// This saves the control settings
internal void SaveSettings()
{
// Go for all actions
foreach (KeyValuePair<string, Action> a in actions)
{
// Write to configuration
General.Settings.WriteSetting("shortcuts." + a.Key, a.Value.ShortcutKey);
}
}
// This invokes the Begin and End of the given action
public bool InvokeAction(string actionname)
{
if (Exists(actionname))
{
actions[actionname].Invoke();
return true;
}
return false;
}
#endregion
#region ================== Shortcut Keys
// This applies default keys if they are not already in use
internal void ApplyDefaultShortcutKeys()
{
// Find actions that have no key set
foreach (KeyValuePair<string, Action> a in actions)
{
// Key set?
if (a.Value.ShortcutKey == -1)
{
// Check if the default key is not already used
bool keyused = false;
foreach (KeyValuePair<string, Action> d in actions)
{
// Check if the keys are the same
// Note that I use the mask of the source action to check if they match any combination
if ((d.Value.ShortcutKey & a.Value.ShortcutMask) == (a.Value.DefaultShortcutKey & a.Value.ShortcutMask))
{
// No party.
keyused = true;
break;
}
}
// Party?
if (!keyused)
{
// Apply the default key
a.Value.SetShortcutKey(a.Value.DefaultShortcutKey);
}
else
{
// No party.
a.Value.SetShortcutKey(0);
}
}
}
}
// This checks if a given action is active
public bool CheckActionActive(Assembly asm, string actionname)
{
if (asm == null) asm = General.ThisAssembly;
// Find active action
string fullname = asm.GetName().Name.ToLowerInvariant() + "_" + actionname;
foreach (Action a in activeactions)
{
if (a.Name == fullname) return true;
}
// No such active action
return false;
}
// Removes all shortcut keys
internal void RemoveShortcutKeys()
{
// Clear all keys
foreach (KeyValuePair<string, Action> a in actions)
a.Value.SetShortcutKey(0);
}
// This notifies a key has been pressed
// Returns true when the key press has been absorbed
internal bool KeyPressed(int key)
{
int strippedkey = key & ~((int)Keys.Alt | (int)Keys.Shift | (int)Keys.Control);
if ((strippedkey == (int)Keys.ShiftKey) || (strippedkey == (int)Keys.ControlKey) || (strippedkey == (int)Keys.Alt)) key = strippedkey;
bool repeat = pressedkeys.Contains(strippedkey);
// Update pressed keys
if (!repeat) pressedkeys.Add(strippedkey);
if (key == 0) {
return false;
}
// Add action to active list
Action[] acts = GetActionsByKey(key);
bool absorbed = acts.Length > 0;
foreach (Action a in acts) if (!activeactions.Contains(a)) activeactions.Add(a);
// Invoke actions
absorbed |= BeginActionByKey(key, repeat);
return absorbed;
}
// This notifies a key has been released
// Returns true when the key release has been absorbed
internal bool KeyReleased(int key)
{
int strippedkey = key & ~((int)Keys.Alt | (int)Keys.Shift | (int)Keys.Control);
// Update pressed keys
if (pressedkeys.Contains(strippedkey)) pressedkeys.Remove(strippedkey);
// End actions that no longer match
return EndActiveActions();
}
// This releases all pressed keys
internal void ReleaseAllKeys()
{
// Clear pressed keys
pressedkeys.Clear();
// End actions
EndActiveActions();
}
// This updates the modifiers
internal void UpdateModifiers(int mods)
{
// Update modifiers
modifiers = mods;
// End actions that no longer match
EndActiveActions();
}
// This will call the associated actions for a keypress
// Returns true when the key invokes any action
internal bool BeginActionByKey(int key, bool repeated)
{
bool invoked = false;
// Get all actions for which a begin is bound
List<Action> boundactions = new List<Action>(actions.Count);
foreach (KeyValuePair<string, Action> a in actions)
if (a.Value.BeginBound) boundactions.Add(a.Value);
// Go for all actions
foreach (Action a in boundactions)
{
// This action is associated with this key?
if (a.KeyMatches(key))
{
invoked = true;
// Allowed to repeat?
if (a.Repeat || !repeated)
{
// Invoke action
a.Begin();
}
else
{
//General.WriteLogLine("Action \"" + a.Value.Name + "\" failed because it does not support repeating activation!");
}
}
}
return invoked;
}
// This will end active actions for which the pressed keys do not match
// Returns true when actions have been ended
private bool EndActiveActions()
{
bool listchanged;
bool actionsended = false;
do
{
// Go for all active actions
listchanged = false;
for (int i = 0; i < activeactions.Count; i++)
{
Action a = activeactions[i];
// Go for all pressed keys
bool stillactive = false;
foreach (int k in pressedkeys)
{
if ((k == (int)Keys.ShiftKey) || (k == (int)Keys.ControlKey))
stillactive |= a.KeyMatches(k);
else
stillactive |= a.KeyMatches(k | modifiers);
}
// End the action if no longer matches any of the keys
if (!stillactive)
{
actionsended = true;
activeactions.RemoveAt(i);
listchanged = true;
a.End();
break;
}
}
}
while (listchanged);
return actionsended;
}
// This returns all action names for a given key
public string[] GetActionNamesByKey(int key)
{
List<string> actionnames = new List<string>();
// Go for all actions
foreach (KeyValuePair<string, Action> a in actions)
{
// This action is associated with this key?
if (a.Value.KeyMatches(key))
{
// List short name
actionnames.Add(a.Value.ShortName);
}
}
// Return result;
return actionnames.ToArray();
}
// This returns all action names for a given key
public Action[] GetActionsByKey(int key)
{
List<Action> actionnames = new List<Action>();
// Go for all actions
foreach (KeyValuePair<string, Action> a in actions)
{
// This action is associated with this key?
if (a.Value.KeyMatches(key))
{
// List short name
actionnames.Add(a.Value);
}
}
// Return result;
return actionnames.ToArray();
}
#endregion
#region ================== Exclusive Invokation
// This resets the exclusive request
internal void ResetExclusiveRequest()
{
exclusiverequested = false;
}
/// <summary>
/// This asks for exclusive invokation of the current BeginAction or EndAction.
/// Returns true when successull, false when denied (already given to another caller)
/// </summary>
public bool RequestExclusiveInvokation()
{
if (exclusiverequested) return false; // Already given out
// Success
exclusiverequested = true;
return true;
}
#endregion
}
}